Hinnoissa saattaa olla eroa myyntipisteen mukaan.
In the realm of lost Carcosa, where black stars hang in the heavens, all truths will come to light beneath the fires of the suns.
Palace of the King
Your investigation into the mysterious play The King in Yellow has led you through a maddening series of events, from the darkest corners of Arkham Historical Society, to twisted halls of the asylum, and even the catacombs of Paris. It has all led you here, to dim Carcosa, a place beyond all imagining. A warped, alien city lies before you. Its twisting streets and aberrant architecture have no semblance of order or structure. In the distance, a murky lake reflects the glare of two suns. This is Carcosa—the realm of madness in the stars, where Hastur reigns supreme.
As the final act of the Path to Carcosa cycle, Dim Carcosa is filled with empyrean madness both beautiful and terrible. The once grand city stands in ruins, the remains of some accursed place that defies any sense or reason. In the middle of this madness you stand alone as the last defense for Arkham... and the world. If you wish to survive this journey into madness, you must learn as much as you can about this strange realm and make sure that you leave No Stone Unturned (Dim Carcosa, 307), searching your player deck for any one card that may prove useful and adding it to your hand. You may have doubted your sanity before, but now you see that it was true. Everything—it was all true. But now that you have found your answers, will you be strong enough to put an end to The King in Yellow's dark design and find a new ending?
Two Suns Sink
Your time is running out. Even as you explore the Ruins of Carcosa (Dim Carcosa, 327), you become weak, taking damage as your investigation progresses. Your only hope for survival is to return to your own world. Yet somehow, you feel as if your fate is no longer under your control. Your story progresses with each location you discover, almost as if you are not acting under your own will. Each of the locations in the Dim Carcosa scenario have no unrevealed side. Instead, their reverse sides bear story cards. Trapped in a dim, distant realm, you will find few allies. But amongst the city's remains, you may encounter one of the its dwellers, an Inhabitant of Carcosa (Dim Carcosa, 327), to aid you as the script demands.
You encounter a man among the ruins of the city, haggard and tired. "Good stranger," he says, "I am ill and lost. Direct me, I beseech you, to Carcosa." You tell him that you believe you are in the realm of Carcosa right now, and he falls to his knees in despair. "No… But that cannot be!"
The man cries and raves, telling you more of the ancient and famous city. Though his words have little meaning to you, deep within your mind, you begin to understand.
Dim Carcosa is fraught with dangers. You can desperately empty your ammo into your enemy, forcing them to "Eat Lead!" (Dim Carcosa, 304), but even this may not save you from the horrors that await you in lost Carcosa. In the moment of your demise, you may be lucky enough to Cheat Death (Dim Carcosa, 310), escaping the enemies surrounding you. But leaving combat alone would only buy a few sweet moments of life. Instead, this powerful Trick allows you to discard all cards in your threat area, heal two horror and two damage, and move to any revealed location where no enemies await you. This saving grace provide the opportunity you need to regain your strength and finish the seemingly impossible task before you. But the question remains: are you the master of your own fate, or are you simply a puppet of Hastur? What will become of you once your part has been played?
Shadow of Men's Thoughts
In the lost realm of Carcosa, insanity is inevitable as the two suns that light the city burn madness into your mind. But even with your mind fractured and broken, your investigation does not end here. In Dim Carcosa, you are not defeated when you have horror equal to or greater than your sanity. Sometimes madness is the best response when confronted with an impossible reality. During your stay in Carcosa, you may continue to take horror in excess of your sanity, in which case your remaining sanity is considered zero.
On the surface, this may appear to be a blessing, but it may also prove a curse as you move towards The Final Act (Dim Carcosa, 339). When this encounter card is revealed, you must place two doom on the current agenda if you have no remaining sanity, perhaps pushing it to advance. Other consequences of a broken mind may come about in battles, forcing you to fail skill tests and depriving you of elder sign effects. When your mind becomes the playground of Hastur, you will find yourself bending to a will that is not your own. Forced to battle your own mind in a world you do not understand, will you be able to end the madness and return, or will you become another lost soul?
The Prophet's Paradise
Travel to the realm of madness beyond the stars and take on The King in Yellow before your time and sanity run out. This is your final act and your curtain is about to fall.